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Gnomoria

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Aug 6, 2013
Product Update - Valve
Fixed
• A couple instances in the behavior tree where a gnome tried to do work on a job with a wheelbarrow after it had been canceled, resulting in a crash
• Crash on load with the personal quarters
• Gnomes stocking items into a wheelbarrow that was in a stockpile
• Wheelbarrows not becoming unclaimed if the job was canceled before a gnome picked it up
• Resource piles (dirt, raw stone, etc) and corpses displaying as the wrong item while held
• Wheelbarrows and troughs not being listed in stockpile options or when viewing all items
Jul 23, 2013
Product Update - Valve
General
  • Added an attack tab to the enemy window
    • Individual squads can be set to attack an enemy
    • Squads with "Defend gnomes" selected will automatically be set to attack
    • Attacks can be canceled by unchecking squads
    • Squads without "Defend gnomes" or "Perform attack orders" will not be shown in the list
  • Removed the attack button from the enemy window
  • Added an Enemies tab to Military overview
    • Lists all spotted enemies
    • Squads can be assigned to attack enemies
    • Option to view the selected enemy
  • Added option to retreat from combat to equip missing gear
  • Added option to retreat from combat to refill ammo
    • Gnomes will only retreat once they have no ammo but will attempt to refill all ammo before going back to combat
Fixed
  • Gnomes continuing to pursue enemies after they died
Jul 16, 2013
Product Update - Valve
General
• When deciding what to eat/drink, gnomes account for nourishment value of food/drink along with distance.
• Added Gameplay option to adjust how much food/drink nourishment effects a gnome's decision. Moving the slider to 0 will cause gnomes to always pick the closest food/drink. When multiple options are equidistant, they will choose the best. Moving the slider to 100 will allow gnomes to travel much farther for the best food/drink. Default is 50.
• Allow grass to grow up or down 1 level
• Gnomes no longer try to maintain distance from squad members while training
Fixed
• Crash when completing Fill Hole and items are inside the hole.
• Performance issue with lots of unreachable jobs
• Sometimes falling down a 1 tile deep hole and immediately moving back out, ie enemies falling down a hatch and immediately teleporting back up to the top
• Liquids not updating properly when a tile is dug down that has liquid on it
• Ramps not properly being if trees or constructions were diagonally adjacent. This left invisible ramps causing tiles to not accept constructions, designations, etc.
• Tinker Benches not respecting assigned worker
• Being able to replace the floor underneath a sapling
• Food/drink HUD text not initializing red when a game is loaded with 0 food or drink
• Displaying a negative amount of gnomads arriving. Now it correctly displays 0
Jul 9, 2013
Product Update - Valve
General
• Added gameplay option to pause and move the camera to new gnomads on arrival

Fixed
• Crash with Training Grounds when loading
• Crash when moving a job type down in the priority list causing a custom profession to be created
• Crash exporting military/profession settings with illegal filename characters
• Game potentially freezes when completing some jobs
• Gnomes trying to use the same bed and sleeping on the floor
• Windmills not properly turning on/off when it changes to outside/inside
• Gnomes sometimes not pasturing livestock if an unreachable animal exists
• Several cases of inside/outside status of tiles not properly updating
• Scout perk increasing vision more than intended
• Bone Shirt and Skull Helmet not storing in crates
Jul 2, 2013
Product Update - Valve
General
  • Gnomes now eat/drink until full instead of eating until no longer starving or dying of thirst
  • Gnomes will now look for the closest food/drink instead of the best followed by the closest
  • Underground farm

    • Requires plots to be muddied with water before planting
    • Mud will dry out in sunlight but otherwise remains

  • Added mushrooms which can be grown in an underground farm
  • Merchants now stock mushroom seeds
  • Added Grove and Underground Farm to action bar
  • Added cheese, mushroom tea and various omelettes
  • Food and drink quantities on the HUD turn red when 0

Fixed
  • Gnomes kicking each other out of chairs in the great hall
  • Regular plants growing underground
  • Gnomes not starting the Remove Floor job if they are standing on the job site and can't path to an adjacent tile
Jun 11, 2013
Product Update - Valve
General
• Goblins and Skeletons no longer have a chance to spawn with regular equipment
• Worn equipment can be smelted into metal slivers
• Metal slivers can be forged into metal bars

Fixed
• Crash loading games with a queued Fill Hole job
• Replace Floor not being allowed over Stockpiles and Military designations
• Incorrect values for worn weapons
• Suspended pastures still allowing animals to be milked, sheared, etc
• Build stairs/incline down jobs allowing to be queued in some invalid locations
May 28, 2013
Product Update - Valve
General
• Added Fill Hole task. This task is placed in an empty floor cell and builds a wall in the cell below.
• Changed Replace Floor task to work without having to deconstruct existing furniture or Workshops

Fixed
• Crash when clicking "Move Down" without a Job Type selected
• Gnomes not equipping armor on their left side if their right side currently had better equipment
• Worn equipment not storing in crates
May 21, 2013
Product Update - Valve
General
• Goblins and skeletons now regularly spawn with worn equipment, which can't be smelted or equipped by gnomes. There is a chance that they will spawn with usable equipment.
• Mants and beetles have evolved lungs and can now drown. Mants and beetles in existing saves are unnaffected, however new spawns will have the change.

Fixed
• Crash opening Market Stall window with an unfinished trade
• Bug causing a big performance hit when beetles were at their current population limit and could reach gnomes
• Weapons visually in the wrong hand, ie being held in a missing hand
• Gnomes getting stuck trying to equip a missing hand
• Items listed in the market stall not properly fitting the window
May 14, 2013
Product Update - Valve
General
• Job priorities import/export with professions

Fixed
• Crash when building a mechanism that connects a mechanical wall to power that the gnome builder is standing on (killing the gnome)
• Gemmed rings and necklaces sometimes adding or subtracting incorrect values when trading
• Job priority list disappearing for custom professions
• Rain lasting for years
• Deconstructing a powered mechanical wall leaving the top of the wall in the above floor
• Water not always moving through an open hatch
• Items not falling when a hatch opens
• Hatches and mechanical walls not properly blocking line of sight
• Hatches not updating inside/outside status of covered cells
May 7, 2013
Product Update - Valve
This patch let's you change the order in which types of jobs are performed. For example, previously gnomes would always perform jobs created directly by the player before say from a workshop. Now, per profession, you can set the order of those job types. Individual jobs of the same type are still prioritized as they were before, whether by distance to the job or the priority setting of the workshop, farm, grove, pasture or stockpile. Jobs that are directly created have been split up into 4 groups:

Mining - mine wall, dig stairs, etc
Agriculture - Fell tree, forage, etc
Build - Build workshop, furniture, etc
Mechanic - Reset trap, flip lever, etc

As an example, you could create 2 professions with Woodcutting and Carpentry enabled. One profression has Agriculture first and the other has Workshop as the highest priority. Gnomes in the first profession would act as before and fell trees before cutting planks while the other profession would do the opposite. Splitting up your workforce this way will allow you to work on both tasks simultaneously and let some gnomes act as "backup" and work on another task if their main one is finished.

General
• Added option to change the priority of job type per profession
• Added a tool tip when assigning a profession to a gnome in the population window, which displays that gnomes skills relevant to the profession
• Added tool tip to display the top 5 skills of a gnome in the population window

Fixed
• Crash when deconstructing a wall at the top of the map
• Crash when building a ramp, stairs or incline at the top of the map
• Crash with a civillian has a uniform with a ranged weapon and is trying to refill ammo
• Crash when firing a ranged weapon in some cases
• Tool tips for items in a drop down list, sometimes not disappearing
• Large tool tips going beyond the borders of the screen
• Liquids not flowing when a mechanical wall is lowered
• Liquids not working properly when raised a level by a mechanical wall
...

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